Most of the big artifact creatures. A few more here than I thought there would be that are at least worth consideration.
4 - Staple - Cards with enough base power that your cube is less powerful from their omission. They are cards that are likely to never rotate out of your cube unless you ban them for being too good. 3 - Strong - These are solid cards that get the job done. Their exclusion is probably an indicator that you are actively not supporting a popular deck / archetype / effect. 2 - Playable - These are good cards, but they are either interchangeable (e.g. lots of removal, aggressive red 2-drops) or are build-around cards that need a little support to be good (Favorable Winds). 1 - Niche - These cards aren't usually considered great, but might be included to support some obscure archetypes, specific interactions, or if going deep on a particular type of deck / archetype / effect. No reason to cube - There isn't a reason to cube these over options. You might find some perfectly 'playable' cards here, but there is little reason to put them into your cube in the first place unless you are intentionally depowering an effect.
Artisan of Kozilek - 2 Description - 9 mana is a lot, but the payoff is also high. Assuming you hard cast it, even if it gets countered or dies to removal at least it brings something else back with it. And if it does stick, it becomes a must answer threat. If you support reanimator you might also consider it; if they don't have immediate removal, the game is probably effectively over after the first swing. Anchors - Ramp Supports - Reanimator
Bane of Bala Ged - 2 Description - Compared to Ulamog's Crusher, only having 5 toughness means it is going to die more frequently when it goes into the red zone. The opponent gets to choose the permanents, so a reasonable scenario is it trading it off for 1 or 2 creatures and a couple of lands that are unlikely to matter. 7 is less than 8, but if you are supporting ramp you should probably just cube the other Eldrazi. Anchors - Ramp Supports - Reanimator
Breaker of Armies - 3 Description - It's expensive, but your opponent also can't just chump it all day long if they don't have removal. It usually presents a couple of scenarios; they have enough power to kill it, but you get to choose the order in which their creatures die usually offering a good set of trades; or they don't have enough to power to kill it, which can signal the end of the game, because they won't be able to mount a defense after that. Notwithstanding, you can also get through with everything else on your board. Solid ramp target, and if you can reanimate it it demands an answer. Anchors - Ramp Supports - Reanimator
Darksteel Sentinel - 1 Description - It can be an ok stabiliser, hopefully taking something out on defense with the flash. Cube it as support for control decks. Anchors - Supports -
Deathless Behemoth - 2 Description - 6/6 with vigilance at colorless is decent. That said, the main reason to cube it is if you just want some beef for any color. Eldrazi scion synergies are probably pretty thin in most cubes, but nice if it happens. Anchors - Supports -
Drownyard Behemoth - 2 Description - It's going to kill most things it blocks if you flash it in, and you can also do so without fear of reprisal. It's just vanilla after that, but you can 'ramp' it out early with emerge and cast it on your opponents end step. Anchors - Supports -
Lashweed Lurker - 1 Description - You might not always realise its full potential, but setting the opponent back on board can be worth if you can accelerate it out by sacrificing a non-relevant creature. Anchors - Supports -
Pilgrim of the Fires - 1 Description - It's expensive, but 6 first strike power is notable. It blocks well, is difficult for the opponent to trade with, and the trample means the opponent can't just chump with tokens. It doesn't compete with green ramp targets and you'd probably cube Eldrazi as colorless ramp targets, but slower combat heavy cubes have enough to like here. Anchors - Supports -
Razor Golem - 1 Description - If you paid 4 mana for it, you probably wouldn't be thrilled but it might be acceptable. The main reason to play it would be in support of either artifact synergies in white, or to complement draw / go control decks. Anchors - Supports -
Abundant Maw - The upside isn't high enough to warrant considering this.
Darksteel Gargoyle - Indestructibe is nice, but it falls a little short on the stats to cost ratio to really consider it. Darksteel Sentinel is cheaper and arguably comes with better upsides.
Death-Mask Duplicant - It's just going to be too inconsistent to warrant inclusion.
Oxidda Golem - You need 3 consecutive Mountains on curve for this to be marginally ok. It's worse in 2 colour decks and can be a slightly better in mono-red aggro decks, but overall it just isn’t going to get there often enough.
Pathrazer of Ulamog - If you are looking for a creature purely for reanimation, this is perhaps the best of those that don't protect themselves. However, the other colorless big creatures would win the majority of those games too, so you may as well take a slight power hit on the pure stats and be able to cast 7-9 drops when an 11-drop would just sit in your hand.
Ruin Processor - Doesn't do enough compared to other Eldrazi.
Sandstone Oracle - A 4/4 flyer for 7 mana isn't very good. The upside of drawing a bunch of cards is nice, but a deck that plays a 7 mana creature isn't likely to have less cards than the opponent.
Artisan of Kozilek should be at least a 3, imo. It's probably the most powerful big guy for ramp decks available at the C/U rarity. I've had drafters tell me it's borderline too powerful, especially when it's ramped or reanimated out early in the game.
At 360, I'm running Artisan of Kozilek, Bane of Bala Ged, Breaker of Armies, and Ulamog's Crusher as big colorless ramp/reanimation targets. I'm also running Darksteel Sentinel, but he's more of a midrange/control guy than a ramp target. I think all of these that are listed above could be ranked at least one more number higher.
I'm not as sold on all of the Eldrazi being rated so highly, but I've bumped them up by 1 as suggested in the absence of any other comments.
I thought there was some discussion on Lashweed Lurker initially but hadn't heard much about it lately. I've given it a 1 and a description, but maybe my description doesn't do it justice. I've got... one of the emerge guys in my cube but I don't know if it has seen play since being added given my dearth of playing over the past year or so. It just seems a hard ability to evaluate. You CAN ramp out the creature early, but I see sacrificing a 2 or 3 drop as a very real cost... but it is optional and you can pay full price if you want to.
Geistcatcher's Rig... I suppose I could see it taking out a Serra Angel or equivalent every now and again. 6 mana is the main sticking point for me, as well as needing a target at the time you cast it. Trophy Hunter is a 2/3 for 3 which isn't great, but at least isn't too far below the curve, and can still shape the game later. Maybe a 1.
I came to say that I didn't think the 9 drop was a 3. I switched into playing worn powerstone and even basalt monolith and it didn't really impress me.
9 mana is just forever, and it still could be a 1 for 1 (when answered) if used in reanimator.
//
Woah
I love trophy hunter more than most but I'm surprised we put it at 3. It's probably partly my fault...
I came to say that I didn't think the 9 drop was a 3. I switched into playing worn powerstone and even basalt monolith and it didn't really impress me.
9 mana is just forever, and it still could be a 1 for 1 (when answered) if used in reanimator.
Nine mana is a lot in a 'normal' deck, but for ramp, that shouldn't be hard to reach. That's especially true if you're including the big artifact ramp cards as well as the green ramp spells and mana dorks. Maybe my version of peasant is different from others around here, but I do include a lot of mana rocks and I make sure that ramp is a supported archetype. On more than one occasion I've had drafters tell me Artisan was "too powerful" for peasant. A 9/7 with annihilator 2 that also brings something back is pretty frickin' good, imo, and about the best you can ask for at uncommon and colorless. Just this past weekend my friend played a UG ramp deck and cast Ulamog's Crusher against me. I was able to answer that quickly. He then cast Artisan, brought back his Crusher. The next turn he cast Clone copying the Artisan. Ridiculous.
I couldn't see myself ever building a peasant cube that didn't include at least the two older Eldrazi as my big colorless ramp targets.
I came to say that I didn't think the 9 drop was a 3. I switched into playing worn powerstone and even basalt monolith and it didn't really impress me.
9 mana is just forever, and it still could be a 1 for 1 (when answered) if used in reanimator.
//
Woah
I love trophy hunter more than most but I'm surprised we put it at 3. It's probably partly my fault...
Trophy Hunter is maybe not a typical 3, but I do think 3 is fair.
Pathrazer at 11 isn't playble imho.
Yeah, I think it is probably the 'best' reanimation target if your opponent has no answer, but if they don't have an answer then many of the other Eldrazi would also win those games; but they also get to win games where you can ramp to 8 or 9 instead of dying with an 11-drop in your hand.
I came to say that I didn't think the 9 drop was a 3. I switched into playing worn powerstone and even basalt monolith and it didn't really impress me.
9 mana is just forever, and it still could be a 1 for 1 (when answered) if used in reanimator.
Nine mana is a lot in a 'normal' deck, but for ramp, that shouldn't be hard to reach. That's especially true if you're including the big artifact ramp cards as well as the green ramp spells and mana dorks. Maybe my version of peasant is different from others around here, but I do include a lot of mana rocks and I make sure that ramp is a supported archetype. On more than one occasion I've had drafters tell me Artisan was "too powerful" for peasant. A 9/7 with annihilator 2 that also brings something back is pretty frickin' good, imo, and about the best you can ask for at uncommon and colorless. Just this past weekend my friend played a UG ramp deck and cast Ulamog's Crusher against me. I was able to answer that quickly. He then cast Artisan, brought back his Crusher. The next turn he cast Clone copying the Artisan. Ridiculous.
I couldn't see myself ever building a peasant cube that didn't include at least the two older Eldrazi as my big colorless ramp targets.
I still think 9 is a decent amount for a ramp deck. Certainly achievable, but you can 'ramp out' and be in top deck mode with less than 9 mana. Given the other feedback, let's keep that one at 2. I took a glance at your cube, and my initial impression is that it is heavy on artifact mana, so is probably better in your cube than the average case.
4 - Staple - Cards with enough base power that your cube is less powerful from their omission. They are cards that are likely to never rotate out of your cube unless you ban them for being too good. 3 - Strong - These are solid cards that get the job done. Their exclusion is probably an indicator that you are actively not supporting a popular deck / archetype / effect. 2 - Playable - These are good cards, but they are either interchangeable (e.g. lots of removal, aggressive red 2-drops) or are build-around cards that need a little support to be good (Favorable Winds). 1 - Niche - These cards aren't usually considered great, but might be included to support some obscure archetypes, specific interactions, or if going deep on a particular type of deck / archetype / effect. No reason to cube - There isn't a reason to cube these over options. You might find some perfectly 'playable' cards here, but there is little reason to put them into your cube in the first place unless you are intentionally depowering an effect.
Ulamog's Crusher - 2 Description - You might occasionally die on the crackback, but the majority of the time you want to be attacking with an 8/8. Unless you cheated it into play, your opponent can probably sacrifice lands for a few turns, but if they don't have an answer it can lock the opponent out of the game after a few turns even if they have creatures to chump with. Anchors - Supports -
Vexing Scuttler - 1 Description - It's probably good enough in a spells matters deck, but you'll need enough sacrificial lambs in your deck. Anchors - Supports - Spells Matters
Wretched Gryff - 2 Description - You don't really want to be hard casting it, but even if you are trading in a 2 mana creature that has outlived its usefulness, you get an ok creature and replace the sacrificed creature. It doesn't really stand out though. Anchors - Supports -
Barricade Breaker - Only worth it if you can improvise it out on turn 4 or something, which just isn't going to happen in cube.
Spire Golem - You can make an argument for it going in a draw / go deck where you might end up casting it for free / cheap with counterspell magic up, but it is pretty narrow in that role.
Is Wretched Gryff really a 1? I've not had any real experience with it yet in peasant cube, but comparing it to Drownyard Behemoth, I'd rather play the cheaper 3/4 flyer that draws me a card when I cast it. It seems at least "playable" to me. It could be any number of other solid blue 5+ dudes, but it's also a fine choice, imo.
I don't have experience with either, but Id prob switch grades. That's the tough thing about these, there's no way we've played with all these cards so a lot of this is theorycrafting. They should prob both be 1s, though, as I think they kinda fail the first sentence in the requirement for being a 2, but eh I could easily be swayed.
Vexing Scuttler was decent when I had it in my cube and similar to Wretched Gryff in that it essentially "draws" a card for a bigger body without evasion. They both get a 1 in my book but nothing special
Vexing Scuttler - 1? Description - This seems like it might be good enough in s spells matters deck, but I'm not sure. How many non-token creatures are you willing to get rid of?
I've yet to see it in action, but I've always thought it pairs especially well with cards like Omenspeaker and Sea Gate Oracle.
I thought I saw a lot more talk about Drownyard Behemoth than Wretched Gryff, but I could be wrong. My perception is that discussion was about hexproof on Drownyard Behemoth meant you could flash your big dude into play as a profitable block without having to worry about instant speed removal ruining your day. Hadn't heard as much about Wretched Gryff, it can go to 2 for now.
I thought during my time here there had been some talk about Spire Golem being a potential draw / go card, but a quick forum search indicates the cycle came up once and it wasn't viewed favourably in peasant (some discussion in Pauper).
Ulamog's Crusher down to 2. Probably just personal bias as I've had it in my cube forever.
[card]
Vexing Scuttler[/card] can get a 1.
The non-creature colorless 6cmc+. Mostly obviously bad cards here, but a couple that maybe are worth something. And maybe I'm underselling the flexibility of Dreamstone Hedron?
4 - Staple - Cards with enough base power that your cube is less powerful from their omission. They are cards that are likely to never rotate out of your cube unless you ban them for being too good. 3 - Strong - These are solid cards that get the job done. Their exclusion is probably an indicator that you are actively not supporting a popular deck / archetype / effect. 2 - Playable - These are good cards, but they are either interchangeable (e.g. lots of removal, aggressive red 2-drops) or are build-around cards that need a little support to be good (Favorable Winds). 1 - Niche - These cards aren't usually considered great, but might be included to support some obscure archetypes, specific interactions, or if going deep on a particular type of deck / archetype / effect. No reason to cube - There isn't a reason to cube these over options. You might find some perfectly 'playable' cards here, but there is little reason to put them into your cube in the first place unless you are intentionally depowering an effect.
Dreamstone Hedron - 1 Description - Hedron Archive is going to be the better version in most decks. By the time you cast this, you probably don't need the ramp so much, making it a 9 mana draw 3 in some cases. You might cube it for maximum redundancy of ramp options. Anchors - Ramp Supports -
Loreseeker's Stone - 1 Description - 6 mana is a lot to get started, but the potential to draw 3 repeatedly is at least worth noting. The decks that could play it would be pretty narrow; possibly ramp decks refill after emptying the hand of ramp cards or attrition-based control decks. Anchors - Supports -
Scour from Existence - Instant, targets everything, playable in any colour… but not worth 7 mana.
Skittering Invasion - It puts a bunch of tokens on the battlefield, but at 7 mana there isn't really a use case for it. Sacrifice and token decks want cheaper options.
Loreseeker's Stone is probably playable with the correct deck, but there isn't really any reason to cube it considering how many hoops you have to jump through.
I've given Loreseeker's Stone a 1 and updated the description a little. I'd like to throw it into a deck that could probably make use of it some time and just see how it performs. I'll add it to the list of 100's of cards I've said that about and will probably never get around to trying.
4 - Staple - Cards with enough base power that your cube is less powerful from their omission. They are cards that are likely to never rotate out of your cube unless you ban them for being too good. 3 - Strong - These are solid cards that get the job done. Their exclusion is probably an indicator that you are actively not supporting a popular deck / archetype / effect. 2 - Playable - These are good cards, but they are either interchangeable (e.g. lots of removal, aggressive red 2-drops) or are build-around cards that need a little support to be good (Favorable Winds). 1 - Niche - These cards aren't usually considered great, but might be included to support some obscure archetypes, specific interactions, or if going deep on a particular type of deck / archetype / effect. No reason to cube - There isn't a reason to cube these over options. You might find some perfectly 'playable' cards here, but there is little reason to put them into your cube in the first place unless you are intentionally depowering an effect.
Baloth Null - 3 Description - Great value creature. Getting back 2 creatures while being a relevant body makes this a great way to grind out a game. Anchors - Supports - Graveyard Recursion
Dinrova Horror - 2 Description - It can act as removal if the opponent has an empty hand, but even if they get to keep the creature, it is still a 1-for-1 that affects the board the turn you play it. Anchors - Supports -
Enlisted Wurm - 2 (1?) Description - 5/5 vanilla for 6 alone isn't a great deal, but drawing and casting another relevant card is good. Doesn't really support anything specific, just ok midrange value. Anchors - Supports -
Nucklavee - 2 Description - A potential 3 for 1 makes this pretty solid. It depends a lot on your spells matters deck, and presumably there are less relevant red sorceries than blue instants, but even just a 2 for 1 is still fine. Anchors - Spells Matters Supports - Graveyard Matters
Ruthless Deathfang - 1 Description - It's a narrow build around, but if you get it to work it can lock down a game. Make sure to support with enough creatures that sacrifice themselves or sacrifice outlets. It's worth noting that a couple of cards it pairs well with push you to 3 colours (Goblin Bombardment and Hidden Stockpile), but there are a bunch of other sacrifice outlets you might consider. Anchors - Supports -
Savage Ventmaw - 1 Description - It probably ramps you to 12 the turn after you cast it. I'm sure there are gross games where you reanimate this on turn 3 and then drop your hand, but given that scenario will probably require 3 colours is a rarity. Probably requires a bit of thought to be particularly good; a higher count than usual of X spells or mana sinks in Gruul colours could make it worth it. It's still a 4/4 flyer in the instance that the mana isn't really doing any work for you. Anchors - Supports -
Swift Warkite - 2 Description - There is some decent value. The base creature is just ok-ish. If it was just a big Gravedigger variant it would probably be worth considering; the fact that you get a free hasty attack on top of that, and the potential for 2 shots at ETB effects, raises it a bit higher. Anchors - Supports -
Trostani's Summoner - 3 Description - A fine Selesnya ramp target or high cost card for tokens decks for putting 10 power on the board. It's also a fine reanimation target, given that it is resilient to removal, and a great blink target given how much value it brings with it. Anchors - Supports - Reanimator, Ramp
Enduring Scalelord - It might look like a signal for +1/+1 counters being in Selesnya, but given mono-colour options like Patron of the Valiant, it isn't worth a gold slot.
Enduring scaledragon thing is a bad signal for that deck. On its own, it's very bad, its average case scenario is probably just a conditional 6 mana 6/6 flyer.
Deepfire elemental takes far too long to start just plinking off irrelevant creatures. 7 mana to start hitting 3 drops is bad.
Why would anyone run the sacrifice dragon instead of a card that kills things for free? 6 mana 4/4 flier, etb make them sac a guy would be just under playable in monoblack.
Leelue, when it comes to the niche category, I'm looking for reasons to play a card even if they aren't 'good'. Are there better signals for +1/+1 coutners in Selesnya? There is Travel Preparations and Juniper Order Ranger, but there are few cards that actually care about +1/+1 counters rather than just provide them. Maybe Chronicler of Heroes is better if you really to push it? Maybe some people tested Enduring Scalelord, but not all the regulars come here to weigh in.
Deepfire Elemental was in my first cube, so maybe I'm holding on to it. That one is a little more generic, and while I view it as a potential ramp target, it's probably still too slow for most cubes these days so can go to 0.
Ruthless Deathfang takes a bit of design work to make good, but I think that makes it a perfect fit for the niche category. Yes, there are more generally powerful cards that can kill creatures, but it can be exciting to pull off a board state with the dragon paired with Hidden Stockpile, Goblin Bombardment, etc.
4 - Staple - Cards with enough base power that your cube is less powerful from their omission. They are cards that are likely to never rotate out of your cube unless you ban them for being too good.
3 - Strong - These are solid cards that get the job done. Their exclusion is probably an indicator that you are actively not supporting a popular deck / archetype / effect.
2 - Playable - These are good cards, but they are either interchangeable (e.g. lots of removal, aggressive red 2-drops) or are build-around cards that need a little support to be good (Favorable Winds).
1 - Niche - These cards aren't usually considered great, but might be included to support some obscure archetypes, specific interactions, or if going deep on a particular type of deck / archetype / effect.
No reason to cube - There isn't a reason to cube these over options. You might find some perfectly 'playable' cards here, but there is little reason to put them into your cube in the first place unless you are intentionally depowering an effect.
Artisan of Kozilek - 2
Description - 9 mana is a lot, but the payoff is also high. Assuming you hard cast it, even if it gets countered or dies to removal at least it brings something else back with it. And if it does stick, it becomes a must answer threat. If you support reanimator you might also consider it; if they don't have immediate removal, the game is probably effectively over after the first swing.
Anchors - Ramp
Supports - Reanimator
Bane of Bala Ged - 2
Description - Compared to Ulamog's Crusher, only having 5 toughness means it is going to die more frequently when it goes into the red zone. The opponent gets to choose the permanents, so a reasonable scenario is it trading it off for 1 or 2 creatures and a couple of lands that are unlikely to matter. 7 is less than 8, but if you are supporting ramp you should probably just cube the other Eldrazi.
Anchors - Ramp
Supports - Reanimator
Breaker of Armies - 3
Description - It's expensive, but your opponent also can't just chump it all day long if they don't have removal. It usually presents a couple of scenarios; they have enough power to kill it, but you get to choose the order in which their creatures die usually offering a good set of trades; or they don't have enough to power to kill it, which can signal the end of the game, because they won't be able to mount a defense after that. Notwithstanding, you can also get through with everything else on your board. Solid ramp target, and if you can reanimate it it demands an answer.
Anchors - Ramp
Supports - Reanimator
Darksteel Sentinel - 1
Description - It can be an ok stabiliser, hopefully taking something out on defense with the flash. Cube it as support for control decks.
Anchors -
Supports -
Deathless Behemoth - 2
Description - 6/6 with vigilance at colorless is decent. That said, the main reason to cube it is if you just want some beef for any color. Eldrazi scion synergies are probably pretty thin in most cubes, but nice if it happens.
Anchors -
Supports -
Drownyard Behemoth - 2
Description - It's going to kill most things it blocks if you flash it in, and you can also do so without fear of reprisal. It's just vanilla after that, but you can 'ramp' it out early with emerge and cast it on your opponents end step.
Anchors -
Supports -
Lashweed Lurker - 1
Description - You might not always realise its full potential, but setting the opponent back on board can be worth if you can accelerate it out by sacrificing a non-relevant creature.
Anchors -
Supports -
Pilgrim of the Fires - 1
Description - It's expensive, but 6 first strike power is notable. It blocks well, is difficult for the opponent to trade with, and the trample means the opponent can't just chump with tokens. It doesn't compete with green ramp targets and you'd probably cube Eldrazi as colorless ramp targets, but slower combat heavy cubes have enough to like here.
Anchors -
Supports -
Razor Golem - 1
Description - If you paid 4 mana for it, you probably wouldn't be thrilled but it might be acceptable. The main reason to play it would be in support of either artifact synergies in white, or to complement draw / go control decks.
Anchors -
Supports -
At 360, I'm running Artisan of Kozilek, Bane of Bala Ged, Breaker of Armies, and Ulamog's Crusher as big colorless ramp/reanimation targets. I'm also running Darksteel Sentinel, but he's more of a midrange/control guy than a ramp target. I think all of these that are listed above could be ranked at least one more number higher.
MTGS Average Peasant Cube 2023 Edition
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I thought there was some discussion on Lashweed Lurker initially but hadn't heard much about it lately. I've given it a 1 and a description, but maybe my description doesn't do it justice. I've got... one of the emerge guys in my cube but I don't know if it has seen play since being added given my dearth of playing over the past year or so. It just seems a hard ability to evaluate. You CAN ramp out the creature early, but I see sacrificing a 2 or 3 drop as a very real cost... but it is optional and you can pay full price if you want to.
Geistcatcher's Rig... I suppose I could see it taking out a Serra Angel or equivalent every now and again. 6 mana is the main sticking point for me, as well as needing a target at the time you cast it. Trophy Hunter is a 2/3 for 3 which isn't great, but at least isn't too far below the curve, and can still shape the game later. Maybe a 1.
9 mana is just forever, and it still could be a 1 for 1 (when answered) if used in reanimator.
//
Woah
I love trophy hunter more than most but I'm surprised we put it at 3. It's probably partly my fault...
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
Pathrazer at 11 isn't playble imho.
Nine mana is a lot in a 'normal' deck, but for ramp, that shouldn't be hard to reach. That's especially true if you're including the big artifact ramp cards as well as the green ramp spells and mana dorks. Maybe my version of peasant is different from others around here, but I do include a lot of mana rocks and I make sure that ramp is a supported archetype. On more than one occasion I've had drafters tell me Artisan was "too powerful" for peasant. A 9/7 with annihilator 2 that also brings something back is pretty frickin' good, imo, and about the best you can ask for at uncommon and colorless. Just this past weekend my friend played a UG ramp deck and cast Ulamog's Crusher against me. I was able to answer that quickly. He then cast Artisan, brought back his Crusher. The next turn he cast Clone copying the Artisan. Ridiculous.
I couldn't see myself ever building a peasant cube that didn't include at least the two older Eldrazi as my big colorless ramp targets.
MTGS Average Peasant Cube 2023 Edition
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Yeah, I think it is probably the 'best' reanimation target if your opponent has no answer, but if they don't have an answer then many of the other Eldrazi would also win those games; but they also get to win games where you can ramp to 8 or 9 instead of dying with an 11-drop in your hand.
I still think 9 is a decent amount for a ramp deck. Certainly achievable, but you can 'ramp out' and be in top deck mode with less than 9 mana. Given the other feedback, let's keep that one at 2. I took a glance at your cube, and my initial impression is that it is heavy on artifact mana, so is probably better in your cube than the average case.
4 - Staple - Cards with enough base power that your cube is less powerful from their omission. They are cards that are likely to never rotate out of your cube unless you ban them for being too good.
3 - Strong - These are solid cards that get the job done. Their exclusion is probably an indicator that you are actively not supporting a popular deck / archetype / effect.
2 - Playable - These are good cards, but they are either interchangeable (e.g. lots of removal, aggressive red 2-drops) or are build-around cards that need a little support to be good (Favorable Winds).
1 - Niche - These cards aren't usually considered great, but might be included to support some obscure archetypes, specific interactions, or if going deep on a particular type of deck / archetype / effect.
No reason to cube - There isn't a reason to cube these over options. You might find some perfectly 'playable' cards here, but there is little reason to put them into your cube in the first place unless you are intentionally depowering an effect.
Ulamog's Crusher - 2
Description - You might occasionally die on the crackback, but the majority of the time you want to be attacking with an 8/8. Unless you cheated it into play, your opponent can probably sacrifice lands for a few turns, but if they don't have an answer it can lock the opponent out of the game after a few turns even if they have creatures to chump with.
Anchors -
Supports -
Vexing Scuttler - 1
Description - It's probably good enough in a spells matters deck, but you'll need enough sacrificial lambs in your deck.
Anchors -
Supports - Spells Matters
Wretched Gryff - 2
Description - You don't really want to be hard casting it, but even if you are trading in a 2 mana creature that has outlived its usefulness, you get an ok creature and replace the sacrificed creature. It doesn't really stand out though.
Anchors -
Supports -
MTGS Average Peasant Cube 2023 Edition
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Vexing Scuttler was decent when I had it in my cube and similar to Wretched Gryff in that it essentially "draws" a card for a bigger body without evasion. They both get a 1 in my book but nothing special
My 540 CU/be thread
Especially since 9-11 of the usuals have Ulamog's Crusher, while 15-17 have Artisan of Kozilek, according to that average cube thread.
Spire golem is an easy 0. The only one of those I like at all is dross golem
I think I can get on board with gryff as a low 2
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
I've yet to see it in action, but I've always thought it pairs especially well with cards like Omenspeaker and Sea Gate Oracle.
My cube discussion thread
I thought during my time here there had been some talk about Spire Golem being a potential draw / go card, but a quick forum search indicates the cycle came up once and it wasn't viewed favourably in peasant (some discussion in Pauper).
Ulamog's Crusher down to 2. Probably just personal bias as I've had it in my cube forever.
[card]
Vexing Scuttler[/card] can get a 1.
4 - Staple - Cards with enough base power that your cube is less powerful from their omission. They are cards that are likely to never rotate out of your cube unless you ban them for being too good.
3 - Strong - These are solid cards that get the job done. Their exclusion is probably an indicator that you are actively not supporting a popular deck / archetype / effect.
2 - Playable - These are good cards, but they are either interchangeable (e.g. lots of removal, aggressive red 2-drops) or are build-around cards that need a little support to be good (Favorable Winds).
1 - Niche - These cards aren't usually considered great, but might be included to support some obscure archetypes, specific interactions, or if going deep on a particular type of deck / archetype / effect.
No reason to cube - There isn't a reason to cube these over options. You might find some perfectly 'playable' cards here, but there is little reason to put them into your cube in the first place unless you are intentionally depowering an effect.
Dreamstone Hedron - 1
Description - Hedron Archive is going to be the better version in most decks. By the time you cast this, you probably don't need the ramp so much, making it a 9 mana draw 3 in some cases. You might cube it for maximum redundancy of ramp options.
Anchors - Ramp
Supports -
Loreseeker's Stone - 1
Description - 6 mana is a lot to get started, but the potential to draw 3 repeatedly is at least worth noting. The decks that could play it would be pretty narrow; possibly ramp decks refill after emptying the hand of ramp cards or attrition-based control decks.
Anchors -
Supports -
Loreseeker's Stone is probably playable with the correct deck, but there isn't really any reason to cube it considering how many hoops you have to jump through.
I've given Loreseeker's Stone a 1 and updated the description a little. I'd like to throw it into a deck that could probably make use of it some time and just see how it performs. I'll add it to the list of 100's of cards I've said that about and will probably never get around to trying.
4 - Staple - Cards with enough base power that your cube is less powerful from their omission. They are cards that are likely to never rotate out of your cube unless you ban them for being too good.
3 - Strong - These are solid cards that get the job done. Their exclusion is probably an indicator that you are actively not supporting a popular deck / archetype / effect.
2 - Playable - These are good cards, but they are either interchangeable (e.g. lots of removal, aggressive red 2-drops) or are build-around cards that need a little support to be good (Favorable Winds).
1 - Niche - These cards aren't usually considered great, but might be included to support some obscure archetypes, specific interactions, or if going deep on a particular type of deck / archetype / effect.
No reason to cube - There isn't a reason to cube these over options. You might find some perfectly 'playable' cards here, but there is little reason to put them into your cube in the first place unless you are intentionally depowering an effect.
Baloth Null - 3
Description - Great value creature. Getting back 2 creatures while being a relevant body makes this a great way to grind out a game.
Anchors -
Supports - Graveyard Recursion
Dinrova Horror - 2
Description - It can act as removal if the opponent has an empty hand, but even if they get to keep the creature, it is still a 1-for-1 that affects the board the turn you play it.
Anchors -
Supports -
Enlisted Wurm - 2 (1?)
Description - 5/5 vanilla for 6 alone isn't a great deal, but drawing and casting another relevant card is good. Doesn't really support anything specific, just ok midrange value.
Anchors -
Supports -
Nucklavee - 2
Description - A potential 3 for 1 makes this pretty solid. It depends a lot on your spells matters deck, and presumably there are less relevant red sorceries than blue instants, but even just a 2 for 1 is still fine.
Anchors - Spells Matters
Supports - Graveyard Matters
Ruthless Deathfang - 1
Description - It's a narrow build around, but if you get it to work it can lock down a game. Make sure to support with enough creatures that sacrifice themselves or sacrifice outlets. It's worth noting that a couple of cards it pairs well with push you to 3 colours (Goblin Bombardment and Hidden Stockpile), but there are a bunch of other sacrifice outlets you might consider.
Anchors -
Supports -
Savage Ventmaw - 1
Description - It probably ramps you to 12 the turn after you cast it. I'm sure there are gross games where you reanimate this on turn 3 and then drop your hand, but given that scenario will probably require 3 colours is a rarity. Probably requires a bit of thought to be particularly good; a higher count than usual of X spells or mana sinks in Gruul colours could make it worth it. It's still a 4/4 flyer in the instance that the mana isn't really doing any work for you.
Anchors -
Supports -
Swift Warkite - 2
Description - There is some decent value. The base creature is just ok-ish. If it was just a big Gravedigger variant it would probably be worth considering; the fact that you get a free hasty attack on top of that, and the potential for 2 shots at ETB effects, raises it a bit higher.
Anchors -
Supports -
Trostani's Summoner - 3
Description - A fine Selesnya ramp target or high cost card for tokens decks for putting 10 power on the board. It's also a fine reanimation target, given that it is resilient to removal, and a great blink target given how much value it brings with it.
Anchors -
Supports - Reanimator, Ramp
Deepfire elemental takes far too long to start just plinking off irrelevant creatures. 7 mana to start hitting 3 drops is bad.
Why would anyone run the sacrifice dragon instead of a card that kills things for free? 6 mana 4/4 flier, etb make them sac a guy would be just under playable in monoblack.
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
Ponyback Brigade to 0.
Leelue, when it comes to the niche category, I'm looking for reasons to play a card even if they aren't 'good'. Are there better signals for +1/+1 coutners in Selesnya? There is Travel Preparations and Juniper Order Ranger, but there are few cards that actually care about +1/+1 counters rather than just provide them. Maybe Chronicler of Heroes is better if you really to push it? Maybe some people tested Enduring Scalelord, but not all the regulars come here to weigh in.
Deepfire Elemental was in my first cube, so maybe I'm holding on to it. That one is a little more generic, and while I view it as a potential ramp target, it's probably still too slow for most cubes these days so can go to 0.
Ruthless Deathfang takes a bit of design work to make good, but I think that makes it a perfect fit for the niche category. Yes, there are more generally powerful cards that can kill creatures, but it can be exciting to pull off a board state with the dragon paired with Hidden Stockpile, Goblin Bombardment, etc.